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  /external/webkit/Source/WebCore/webaudio/
AudioNode.cpp 29 #include "AudioNode.h"
38 AudioNode::AudioNode(AudioContext* context, double sampleRate)
53 atexit(AudioNode::printNodeCounts);
58 AudioNode::~AudioNode()
62 printf("%p: %d: AudioNode::~AudioNode() %d %d %d\n", this, type(), m_normalRefCount, m_connectionRefCount, m_disabledRefCount);
66 void AudioNode::initialize()
71 void AudioNode::uninitialize(
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AudioNode.h 41 // An AudioNode is the basic building block for handling audio within an AudioContext.
43 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
47 class AudioNode {
51 AudioNode(AudioContext*, double sampleRate);
52 virtual ~AudioNode();
113 bool connect(AudioNode* destination, unsigned outputIndex = 0, unsigned inputIndex = 0);
118 // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
119 // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
120 // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
136 // Inputs and outputs must be created before the AudioNode is initialized
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  /external/jmonkeyengine/engine/src/core/com/jme3/audio/
AudioNode.java 49 * An <code>AudioNode</code> is used in jME3 for playing audio files.
51 * First, an {@link AudioNode} is loaded from file, and then assigned
58 * The "positional" property of an AudioNode can be set via
59 * {@link AudioNode#setPositional(boolean) }.
64 public class AudioNode extends Node {
92 * {@link AudioNode#play() } is called.
103 * This will be set if {@link AudioNode#stop() } is called
110 * Creates a new <code>AudioNode</code> without any audio data set.
112 public AudioNode() {
116 * Creates a new <code>AudioNode</code> without any audio data set
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